Ace-Point - Alternate name for the one-point.
Ace-Point Game - In the latter part of a game in which a player is anchored on the opponent's one-point trying to get a hit as the opponent brings his stones home.
Acey-Deucy - 1 and 2 on the two dice. It is also a variant of backgammon in which the roll of 1 and 2 gives the player extra turns.
Action Play - A strategy designed to start an exchange of hits, used when the opponent has escaped his runners.
Action Position - A position in which one player doubles based upon his immediate blot hitting chances.
Active Builder - A stone which is set up to make another point.
Advanced Anchor - An anchor on the opponent's five-point, four-point, or possibly three-point. A made point on the opponent's five-point, four-point, or bar-point.
Ahead in the Count - Having a lower pip count than your opponent.
Ahead in the Race - Having a lower pip count than your opponent.
Air Ball - An unexpectedly poor roll.
Anchor - A point occupied by two or more of your stones in the opponent's home board.
Anti-Joker - A very bad roll. The opposite of a joker.
Around the Corner - A move from the opponent's outer board to the player's outer board.
Attacking Game - A Blitz.
Automatic Doubles - An optional rule. If both players cast the same number on the first roll of a game, the stakes are doubled. The doubling cube is turned to 2 and stays in the middle. Players usually agree to limit the number of doubles>automatic doubles
to one per game.